#version 300 es

precision highp float;

uniform float radius;
uniform int enable_clip;

in vec3 vertexColor;
in vec4 vertexPosition;
out vec4 fragColor;

void main()
{
    if (enable_clip > 0 && sqrt(vertexPosition.x * vertexPosition.x + vertexPosition.y * vertexPosition.y) > radius)
        discard;
    fragColor = vec4(vertexColor, 1.0);
}
